Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Liquidation RTSNewsUpdate - Pathfinding Improvements
Community

Update - Pathfinding Improvements

Liquidation RTS · published 21 Sep 2024, 10:20 UTC

All newsPlayers around this dateRead on Steam

Long time no see! We've had a huge break from writing news, but the game development didn't stop even for a moment in that time. Actually, there's been a lot of exciting things happening behind the scenes.

Anyway, today it's time to talk about Pathfinding in Liquidation.

There've been some significant updates recently, and it's time to share them with the community!
To start the topic, here's a dev view of how buildings can now look on the pathfinding grid in Liquidation:

It's important to note that before this round of changes, the buildings were simple rectangles on the pathfinding grid. Now, the shapes on the grid match the actual buildings much better.

The consequence of them being simple rectangles was as simple as the following picture present. The units weren't able to sneak through corners. But now, after the change - they can.
That also means Dominus can finally walk between the two buildings and deal decisive blows to anyone who dares to oppose the Twilight Crusade!

Now that we've got that out of the way - let's move on to the meat of this news post.

You might remember from the news about Corrupt Nether Environment that idle avoidance response got improved in Liquidation. That was another one of the steps towards what's shown below.

Using other avoidance behaviors, Local Avoidance introduction improved unit behavior around buildings.
After that, and a few updates later, we've arrived at the results you can inspect on the video here:

The Corruption raids a Twilight Crusade outpost, who's going to win this battle? Will it influence the war efforts?
Watch on YouTube

Please share your thoughts!
Maybe you want to ask a question about the Corruption appearance in this news post? Ask away!

------
If you want to get news firsthand and/or want to participate in building the Liquidation community - come join us on Discord! Feel free to drop by to chat about the game too!

More from Liquidation RTS

Other announcements

All news
Game update18 Aug 2026Patch 0.607- Added support for 4:3 display aspect ration - Added FFA game mode to Crossroads map.Game update14 Aug 2026Patch 0.606- fixed a bug where devastator missiles lingered around / draining performance - setting duration of negative effects on hero to half - reduced damage for Aeternus Quills from 200 to 180 - reduced damage for Aeternus Fang to 250, 375 with upgrade from 300, 450 - shortened aeternus fang range from 16 to 14 - increased damage for Scourge protectors. - increased damage for Legion beacons.Game update9 Aug 2026Pathch 0.605- - Fixed another desync issue that was occuring with higher counts of players - - Fixed killzone height on Forests of Vrathor - units no longer die from knockback in shallow water - - Added notification when player owned resources ran out